Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Jason L. Asbahr" Newsgroups: scea.yaroze.programming.3d_studio Subject: Re: 3DS MAX Date: Wed, 26 Nov 1997 13:28:29 -0500 Organization: Revenant, Inc. Lines: 23 Message-ID: <347C6A4D.5D90@revenant.com> References: <01bcb261$169708a0$4fb664ce@ben> Reply-To: jason@revenant.com NNTP-Posting-Host: vortex.crash.blkbox.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.03Gold (WinNT; U) Benjamen Siroshton wrote: >Is there any plan for a conversion util for .max files? I know there is >one now for .3ds. Thanks in advance. Hi, Ben! FYI, my understanding is that .max files are essentially persistent storage of the state of Max C++ objects. The contents of the .max file can change depending on what plugins you use to modify the geometry data (like Biped), so there is no set .max file standard. If you can't make use of one of the formats 3DS Max already exports, the best way to get data out Max is to write your own exporter plugin. There are some good examples out there on the Kinetix web site to help you learn how it all works. You can also check out http://www.animetix.com/products/gamutpsm.htm for commercially available Max plugins that export to PSX formats. Good luck, and post if you make any cool progress! Jason Asbahr jason@revenant.com